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It's Okay to Shoot a Character: Moral Disengagement in Violent Video Games
Open accessAbstract
What makes virtual violence enjoyable rather than aversive? Two 2×2 experiments tested the assumption that moral disengagement cues provided by a violent video game's narrative and game play lessen users' guilt and negative affect, which would otherwise undermine players' enjoyment of the game. Experiment 1 found that users' familiarity with the violent game reduced guilt and negative affect, and enhanced enjoyment, whereas opponents' nonhuman outer appearance and blameworthiness had no effect. Experiment 2 found that fighting for a just purpose, perceiving less mayhem, and framing the overall situation as “just a game” or “just an experiment” reduced guilt and negative affect, whereas the distorted portrayal of consequences did not. Effects on game enjoyment were mixed and suggest that moral disengagement cues may both foster and diminish game enjoyment.
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“This is evidenced by the research of Heberlein and Adolphs [22], Morrison and Ziemke [34], Yee et al. [48] pointing to the fact that players would perceive game characters not as objects but as social entities with morality.”
From “I Don’t Want To Shoot The Android”: Players Translate Real-Life Moral Intuitions to In-Game Decisions in Detroit: Become Human (2022) · cites this paper as [22]
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“The academic investigation of digital games as cultural forms has produced results on subjects such as player-game relationships (Hartmann & Vorderer, 2010; Klimmt, Schmid, Nosper, Hartmann, & Vorderer, 2006; Myers, 1984), virtual identification (Klimmt, Hefner, & Vorderer, 2009; Konijn, Bijvank, &…”
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“…when a player acted as a “good” game character in a violent video game (such as Righteous Army or Counter-Strike), the moral panic and negative emotional experience generated by playing games was less (Hartmann and Vorderer, 2009; Hartmann et al., 2010; Weaver and Lewis, 2012; Shi et al., 2013).”
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“Studies about the aggressive effects of violent games showed that non-aggressive players could put their personal values and beliefs aside while playing so they could enjoy the game and shoot human game characters (Hartmann and Vorderer 2010).”
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“For Hartman and Vorderer (2009), the virtual game world is real enough for players of violent video games to the extent that they have to engage in the process of moral disengagement.”
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Rothmund, T., Gollwitzer, M., Bender, J., & Klimmt, C. (2014) · Media Psychology · doi:10.1080/15213269.2013.841526 · Cited by 21
“Experimental findings reported by Hartmann and Vorderer (2010) converge with this argument, as players who were familiar with a violent stimulus game displayed less moral distress and guilt.”
BackgroundHodge, S., Taylor, J., & McAlaney, J. (2019) · Frontiers in Psychology · doi:10.3389/fpsyg.2019.00028 · Cited by 20
“This is supported by previous research that found that moral disengagement took place in 324 video game to avoid conflicts with enjoyment of the game and with in-game decision making 325 (Hartmann and Vorderer, 2010; Hartmann 2012).”
BackgroundResultInfluentialCoping with Moral Threat: Moral Judgment amid War on Terror
Bloom, P. B., Kimhi, S., Fachter, S., Shamai, M., & Canetti, D. (2019) · Journal of Conflict Resolution · doi:10.1177/0022002719854209 · Cited by 20
Bareither, C. (2017) · transcript Verlag eBooks · doi:10.1515/9783839435595 · Cited by 19
Read, G. L., Ballard, M. E., Emery, L., & Bazzini, D. G. (2016) · Computers in Human Behavior · doi:10.1016/j.chb.2016.03.074 · Cited by 19
Killing characters in video games kills memory for in-game ads.
Lull, R. B., Gibson, B. D., Cruz, C., & Bushman, B. J. (2016) · Psychology of Popular Media Culture · doi:10.1037/ppm0000108 · Cited by 18
Young, G., & Whitty, M. T. (2011) · Theory & Psychology · doi:10.1177/0959354310378926 · Cited by 18
Mlimperos, A., Downs, E., Divory, J., & Bowman, N. D. (2013) · Annals of the International Communication Association · doi:10.1080/23808985.2013.11679155 · Cited by 19
It’s my choice: The effects of moral decision-making on narrative game engagement
Ferchaud, A., & Oliver, M. B. (2019) · Journal of Gaming & Virtual Worlds · doi:10.1386/jgvw.11.2.101_1 · Cited by 17
Jiang, Z., Qi, K., Zhao, Y., Liu, J., & Lv, C. (2021) · Cyberpsychology Behavior and Social Networking · doi:10.1089/cyber.2021.0108 · Cited by 17
“To avoid players’ guilt and maintain enjoyment, violent video games often include a specific set of moral disengagement strategies, 29,30 such as providing a good reason to fight (e.g., to save the world), defending against nonanthropomorphic creatures (e.g., aliens).”
Bell, A. R., & Ensslin, A. (2024) · Routledge eBooks · doi:10.4324/9781003110194 · Cited by 21
Israeli Public Opinion on the Use of Nuclear Weapons: Lessons From Terror Management Theory
Horschig, D. (2022) · Journal of Global Security Studies · doi:10.1093/jogss/ogac006 · Cited by 17
Fight or Flight: How Advertising for Air Travel Triggers Moral Disengagement
Stubenvoll, M., & Neureiter, A. (2021) · Environmental Communication · doi:10.1080/17524032.2021.1899956 · Cited by 16
“For the case of video games, designing the narrative in certain ways can help or hinder the use of moral disengagement strategies (Hartmann & Vorderer, 2010).”
BackgroundResultInfluentialLee, S. J., Jeong, E. J., Lee, D. Y., & Kim, G. M. (2021) · Frontiers in Psychology · doi:10.3389/fpsyg.2021.768825 · Cited by 20
“The fierce competition environment is likely to induce immoral behaviors by encouraging individuals’ moral disengagement (Corrion et al., 2009; Hartmann and Vorderer, 2010).”
BackgroundFrazer, R., Moyer‐Gusé, E., & Grizzard, M. (2022) · Media Psychology · doi:10.1080/15213269.2022.2034020 · Cited by 16
“…applied these moral disengagement mechanisms to explain the appeal of media messages in various contexts, including violent video games (Gabbiadini et al., 2012; Hartmann & Vorderer, 2010; Krcmar et al., 2018; Krcmar & Eden, 2019) and political propaganda (Frazer, 2020; Frissen & d’Haenens, 2017).”
BackgroundVirtual Worlds and Criminality
Hartmann, T., Cornelius, K., & Herrmann, D. (2011) · Springer eBooks · doi:10.1007/978-3-642-20823-2 · Cited by 16
Self-citationDogruel, L., Joeckel, S., & Bowman, N. D. (2012) · New Media & Society · doi:10.1177/1461444812451571 · Cited by 17
“Previous research has already indicated that enjoyment should suffer if people are forced to act against their moral orientation (Hartmann and Vorderer, 2010).”
BackgroundInfluentialMe, My Game-Self, and Others: A Qualitative Exploration of the Game-Self
Kartsanis, N., & Murzyn, E. (2016) · International Conference on Interactive Technologies and Games (ITAG) · doi:10.1109/itag.2016.12 · Cited by 17
“Moral disengagement may also be at play here [43], with participants adopting a mind-set of “this is just a game”, further factoring into the figurative distance from the in-game events and actions.”
BackgroundTsay‐Vogel, M., & Krakowiak, K. M. (2019) · Motivation and Emotion · doi:10.1007/s11031-019-09756-y · Cited by 15
Liu, L., Ip, R. K. F., Shum, A., & Wagner, C. (2014) · Journal of the Association for Information Systems · Cited by 15
Playing games: The salience of social cues and group norms in eliciting aggressive behaviour
Hughes, M. A., & Louw, J. (2013) · South African Journal of Psychology · doi:10.1177/0081246313482629 · Cited by 15
“…3, Steam L4D2 Forums) A number of studies have noted that video games, including those played online, are used successfully to reduce the stress of players (Ferguson & Rueda, 2010; Hussain & Griffiths, 2009; Reinecke, 2009) and can result in reduced negative affect (Hartmann & Vorderer, 2010).”
BackgroundAnderson, K. A. (2021) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2021.100163 · Cited by 14
The interplay of parenting style and family rules about video games on subsequent fighting behavior
Coté, A. C., Coles, S. M., & Cin, S. D. (2020) · Aggressive Behavior · doi:10.1002/ab.21931 · Cited by 14
“…storyline and mechanics; players may consequently see violence as reasonable and beneficial, potentially increasing the likelihood of aggressive outcomes (Bandura, 1986; 1994; Carnagey & Anderson, 2005; Hartmann & Vorderer, 2010; Hartmann, Krakowiak, & Tsay‐Vogel, 2014; S. L. Smith et al., 2003).”
Rockstar Games, Red Dead Redemption, and Narratives of “Progress”
Wright, E. V. (2021) · European Journal of American Studies · doi:10.4000/ejas.17300 · Cited by 14
Peña, J. F., Craig, M., & Baumhardt, H. (2022) · New Media & Society · doi:10.1177/14614448221127258 · Cited by 18
“Moreover, harming mindful virtual humans can increase guilt, along with other negative states (Grizzard et al., 2017; Hartmann and Vorderer, 2010).”
Metadata
- Authors
- Hartmann, T., & Vorderer, P.
- Affiliations
- Vrije Universiteit Amsterdam (NL)
- ORCID
- Hartmann, Tilo
- Venue
- Journal of Communication
- Publisher
- Oxford University Press (OUP)
- Published
- 2010-03
- Volume
- 60
- Issue
- 1
- Pages
- 94-119
- ISSN
- 0021-9916 (ISSN-L)
- 1460-2466
- OpenAlex
- W2131583517
- Semantic Scholar
- da821a39ea4bbbb7a2206d8bf3f24f6f49c80b94
- Cited by
- 251
- References
- 96
- Citations by year
- 2026: 7 · 2025: 5 · 2024: 10 · 2023: 10 · 2022: 17 · 2021: 28 · 2020: 16 · 2019: 14 · 2018: 23 · 2017: 15 · 2016: 23 · 2015: 13 · 2014: 22 · 2013: 15 · 2012: 18
- FWCI
- 49.77
- Type
- journal article
- Language
- en
- Open access
- bronze
- doi.org
- Locations
- Journal of Communication (publishedVersion)
- VU Research Portal (publishedVersion, other-oa)
- MADOC (University of Mannheim) (submittedVersion)
- Data Archiving and Networked Services (DANS) (submittedVersion, other-oa)
- Funders
- Annenberg School for Communication and Journalism, University of Southern California
- Topics
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Communication › Media Influence and Health
- Social Sciences › Psychology › Social Psychology › Bullying, Victimization, and Aggression
- Keywords
- moral disengagement, violent video games, game enjoyment, guilt, negative affect, game narrative, culpability, perceived consequences
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